/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.actor.instance.L2ChestInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.SocialAction;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.util.Rnd;

public class Unlock implements ISkillHandler
{
	// private static Logger _log = Logger.getLogger(Unlock.class.getName());
	private static SkillType[] SKILL_TYPES =
	{
		SkillType.UNLOCK
	};

	@Override
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets, boolean critOnFirstTarget)
	{
		for (L2Object target : targets)
		{
			boolean success = Formulas.getInstance().calculateUnlockChance(skill);
			
			if (target instanceof L2DoorInstance)
			{
				L2DoorInstance door = (L2DoorInstance) target;
				if (!door.isUnlockable())
				{
					activeChar.sendPacket(new SystemMessage(SystemMessage.UNABLE_TO_UNLOCK_DOOR));
					activeChar.sendPacket(new ActionFailed());
					return;
				}

				if (success && !door.isOpen())
				{
					door.openMe();
					activeChar.sendMessage("Door has been unlocked.");
				}
				else
				{
					activeChar.sendPacket(new SystemMessage(SystemMessage.FAILED_TO_UNLOCK_DOOR));
				}
			}
			else if (target instanceof L2ChestInstance)
			{
				L2ChestInstance chest = (L2ChestInstance) target;
				if ((chest.getCurrentHp() <= 0) || chest.isInteracted())
				{
					activeChar.sendPacket(new ActionFailed());
					return;
				}
				
				int chestChance = 0;
				int chestGroup = 0;
				int chestTrapLimit = 0;

				if (chest.getLevel() > 60)
				{
					chestGroup = 4;
				}
				else if (chest.getLevel() > 40)
				{
					chestGroup = 3;
				}
				else if (chest.getLevel() > 30)
				{
					chestGroup = 2;
				}
				else
				{
					chestGroup = 1;
				}

				switch (chestGroup)
				{
					case 1:
					{
						if (skill.getLevel() > 10)
						{
							chestChance = 100;
						}
						else if (skill.getLevel() >= 3)
						{
							chestChance = 50;
						}
						else if (skill.getLevel() == 2)
						{
							chestChance = 45;
						}
						else if (skill.getLevel() == 1)
						{
							chestChance = 40;
						}

						chestTrapLimit = 10;
						break;
					}
					case 2:
					{
						if (skill.getLevel() > 12)
						{
							chestChance = 100;
						}
						else if (skill.getLevel() >= 7)
						{
							chestChance = 50;
						}
						else if (skill.getLevel() == 6)
						{
							chestChance = 45;
						}
						else if (skill.getLevel() == 5)
						{
							chestChance = 40;
						}
						else if (skill.getLevel() == 4)
						{
							chestChance = 35;
						}
						else if (skill.getLevel() == 3)
						{
							chestChance = 30;
						}

						chestTrapLimit = 30;
						break;
					}
					case 3:
					{
						if (skill.getLevel() >= 14)
						{
							chestChance = 50;
						}
						else if (skill.getLevel() == 13)
						{
							chestChance = 45;
						}
						else if (skill.getLevel() == 12)
						{
							chestChance = 40;
						}
						else if (skill.getLevel() == 11)
						{
							chestChance = 35;
						}
						else if (skill.getLevel() == 10)
						{
							chestChance = 30;
						}
						else if (skill.getLevel() == 9)
						{
							chestChance = 25;
						}
						else if (skill.getLevel() == 8)
						{
							chestChance = 20;
						}
						else if (skill.getLevel() == 7)
						{
							chestChance = 15;
						}
						else if (skill.getLevel() == 6)
						{
							chestChance = 10;
						}

						chestTrapLimit = 50;
						break;
					}
					case 4:
					{
						if (skill.getLevel() >= 14)
						{
							chestChance = 50;
						}
						else if (skill.getLevel() == 13)
						{
							chestChance = 45;
						}
						else if (skill.getLevel() == 12)
						{
							chestChance = 40;
						}
						else if (skill.getLevel() == 11)
						{
							chestChance = 35;
						}

						chestTrapLimit = 80;
						break;
					}
				}

				if (Rnd.get(100) <= chestChance)
				{
					activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 3));
					chest.setSpecialDrop();
					chest.setMustRewardExpSp(false);
					chest.setInteracted();
					chest.doDie(activeChar);
				}
				else
				{
					activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 13));
					if (Rnd.get(100) < chestTrapLimit)
					{
						chest.chestTrap(activeChar);
					}
					chest.setInteracted();
					chest.addDamageHate(activeChar, 0, 999);
					chest.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, activeChar);
				}
			}
		}
	}

	@Override
	public SkillType[] getSkillTypes()
	{
		return SKILL_TYPES;
	}
}